WTF More layoffs at LL - Kona gone

Ces

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Second Life needs an update, even if that means we lose some inventory. Updated scrips and no more unoptimized high detail objects - there should be a way to allow only optimized things for SL to be allowed inworld. Not sure if that is possible.
 

Fionalein

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Second Life needs an update, even if that means we lose some inventory. Updated scrips and no more unoptimized high detail objects - there should be a way to allow only optimized things for SL to be allowed inworld. Not sure if that is possible.
Users payed for those products. There would be an uproar. Occasional breaking objects is OK - breaking them en masse hurts the SL industry as no one will invest huge sums of money anymore.

Accepting the damage dealt so far and forbidding future uploads of badly optimized stuff would be an option though.
 

Ces

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Users payed for those products. There would be an uproar. Occasional breaking objects is OK - breaking them en masse hurts the SL industry as no one will invest huge sums of money anymore.

Accepting the damage dealt so far and forbidding future uploads of badly optimized stuff would be an option though.
I did not think about it - you are right, ty. And I think that preventing future uploads of unoptimized things would make people switch for new less lag stuff in time. It would happen naturaly I think.
 
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Sid

Lord of the plywood cubes.
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Damn Clara, you beat me with a few seconds. I was gonna say:
Look at their houseboat texture use for instance.
 

Fionalein

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Apparently some LL fans went after Ryan following his covering of the story wanting him permabanned from both SL and Sansar now... I am kinda concerened about SL discussion culture.
 

Chalice Yao

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The problem I percieve here is that I expect 3D gaming programmers to program in the much higher overhead object oriented paradigms.
This is actually one of the core problems, yes. The SL code is outdated-early-2000's-best-classroom-practice OO to the max, in all parts.

The classes (there are countless of them, and they are huge and stuffed with virtual functions in parts) are referenced and used all thoughout the various parts of the source, back and forth, all over - combined with (lots of) files that literally include multiple dozens of headers through headers including headers including headers.

The biggest result (and irony) is that the largest hotspot of CPU cache misses and unnecessary slowness is the rendering code.
The second irony is that this whole setup is what prevents SL going multi-CPU-core to the max.

It is an utter mess to untangle and fix the client as-is. It is the *textbook* example of people abusing the "Premature optimization is evil!" quote. Seriously, those people can just take a hike. This is exactly what they cause.

Once upon a time, SL's rendering engine was actually impressive for what it did compared to its speed. These days it's much much, *muuuuch* slower than it could be on any kind of modern(ish) hardware.
 

Fionalein

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outdated-early-2000's-best-classroom-practice OO
That sounds like that "more than 5 lines of main code is bad" crazyness I have seen in media-informatics students*.

*part of the reason I distrust any programmer who states Java as 1st language
 

Free

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Argent Stonecutter

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Tirellia

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ZOMG........ I almost posted something over there in that thread.
Should I see a doctor now?
No. Just have a drink. You'll feel much better :)
 
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